﻿ Shader "WRLD AR Sample/StencilVolume" 
 {
    SubShader 
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry+1"}

        ColorMask 0
        ZWrite on

        CGINCLUDE
     	#include "UnityCG.cginc"

        struct appdata 
        {
            float4 vertex : POSITION;
        };

        struct v2f 
        {
           float4 pos : SV_POSITION;
        };

        v2f vert(appdata v) 
        {
        	v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            return o;
        }

        half4 frag(v2f i) : SV_Target 
        {
           return half4(0,0,0,0);
        }
        ENDCG

        Pass
        {
        	Stencil 
        	{
            	Ref 1
            	Comp always
            	Pass replace
        	}

            Cull Front
        
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            ENDCG
        }
    } 
}
